Use time
Use time is a statistic that applies to weapons, tools and other usable items. It determines the time that must pass, after use, before the same item or another item can be used again. In basic terms, this is the "rate of fire", as measured in game ticks^{[1]}. A lower use time means a faster weapon. The shortswords, for example, usually have a use time between 10 and 13, meaning that they can be used in quick succession, as compared to the exceptionally slow Volcano, which has a use time of 40 – a much slower weapon which cannot be used as often.
Use time is particularly useful in comparing the speed of tools and weapons. The ingame tooltips for these items automatically group these values into categories like "Very fast" or "Very slow". They are grouped as following:
Value  Ingame text 

≤8  Insanely fast speed 
9–20  Very fast speed 
21–25  Fast speed 
26–30  Average speed 
31–35  Slow speed 
36–45  Very slow speed 
46–55  Extremely slow speed 
≥56  Snail speed 
Technical info
Several statistics are used to determine the use behavior of an item: useTime
^{[2]}, useAnimation
^{[3]}, and reuseDelay
^{[4]}. All these values are in ticks^{[1]}.
useTime
determines time between actual uses of the item, i.e., the interval between the item taking effect.useAnimation
, as its name suggests, is the duration of animation of each item use, i.e., the item's behavior after a single ⚒ Use / Attack key input.reuseDelay
determines how many ticks before an item can be used again. This is usually used for balancing weapons that would have extremely high fire rate otherwise. This stat is also commonly referenced to as "use delay".
Internally, two tick counters, itemTime
and itemAnimation
, corresponding to useTime
and useAnimation
are applied to a player. When an item is used, the game checks for its useTime
and useAnimation
, applies all attack speed bonuses, then adds the resulting ticks to their respective counter. These counters are reduced by 1 per tick, and as long as they are above zero, the player is considered using the item and several actions are disabled for the duration. For most items, useTime
is equal to useAnimation
, meaning that the item would be used only once per ⚒ Use / Attack key input. Some items have their useTime
stat less than useAnimation
, which causes them to be used multiple times per ⚒ Use / Attack key input.
Times of use per ⚒ Use / Attack key input 

[math]\displaystyle{ \text{Times of use}=\lceil\frac{\mathit{useAnimation}}{\mathit{useTime}}\rceil }[/math] 

reuseDelay
is applied after the itemAnimation
counter turns to zero. This will add value of reuseDelay
to both counters, making the player have to wait a few more ticks before they can use item.
On this wiki, the useAnimation
stat is displayed in infoboxes as the "use time" stat. The useTime
stat is only displayed for tools as their "tool speed" stat (since this stat have no effect on the function of other items in most cases).
On Desktop version, certain actions are disabled when the itemTime
or itemAnimation
tick counters are not zero:
 Actions that involve interaction with items in inventory, including:^{[5]}
 Switching held item.
 Throwing held item onto ground.
 Changing equipables, including armor, accessory, and items in equipment slots.
 Inventory management keys like Quick Sell, Quick Trash, etc.
 Swapping Loadouts(Desktop, Console and Mobile versions).^{[6]}
 The Digging Molecart(Desktop, Console and Mobile versions)'s mining and Minecart Track placing.
 Interaction with most game interface elements. This can be observed by turning on autopause and opening inventory when using an item. Apart from the Duplication Menu, other functions of Journey Mode Power Menu will still be functional.^{[7]}
Several hotkeys will still be functional, including Quick Heal, Quick Mana, Quick Buff, Grapple, and Quick Mount.
For exmaple:
 Pickaxes use
useTime
to determine how fast they can hit tiles (which is the tool speed displayed on this wiki); theiruseAnimation
determines how fast they deal melee damage (which is the duration of the swinging animation).  The Golden Shower has a
useTime
of 6 and auseAnimation
of 18, causing it firing 3 times per ⚒ Use / Attack key input.  The Clockwork Assault Rifle has a
useTime
of 4 and auseAnimation
of 12, causing it firing 3 times per ⚒ Use / Attack key input. It also has areuseDelay
of 14, adding 14tick interval between the three round bursts.
Special conditons
Use limit
The following weapons are specially coded to only fire a specific amount of times per use, based on their useAnimation
: Tome of Infinite Wisdom(Desktop, Console and Mobile versions) (4 times), Nightglow(Desktop, Console and Mobile versions) (4 times), and Eventide(Desktop, Console and Mobile versions) (5 times).^{[8]}
Swinging items
For items that are swung overhead (melee weapons, pickaxes, etc.), the length of their swinging animation is related to useAnimation
. A single target will only be hit once during one swinging animation.
Projectile melee weapons
The following projectile melee weapons have their projectiles' shoot rate based on their useTime
stat, which differs from their standard use time (the useAnimation
), so they might not shoot a projectile on every swing. These shoot rates can only be changed by modifiers as only modifiers can affect useTime
. However, if such a weapon's useTime
is less than its useAnimation
, it still cannot shoot a projectile again until the swing finishes.
(Desktop, Console and Mobile versions) The following projectile melee weapons have the shootsEveryUse
ability, which causes them to shoot a projectile every time they are used. However, if such a weapon's useTime
is less than its useAnimation
, it still cannot shoot a projectile again until the swing finishes.
Combined with autoswing
Autoswinging items are items that have the autoReuse
attribute, i.e. having the autoswing icon displayed on its infobox on this wiki. When such an item reaches one tick before its animation ends, it immediately skips to start a new animation (a new use of the item).^{[9]}
This is fine for most of the items, as the game adds one tick to their useAnimation
in the calculation process (see calculation below). However, this step is the last step in the whole process; the calculation for melee weapons are done earlier, therefore skipping this step. This means that the actual use time (useAnimation
) of autoswing melee weapons is one tick lower than the useAnimation
stated in the source code, in the item's tooltip, and here on the wiki.
Calculation
The calculation of time taken for item use triggered by a single ⚒ Use / Attack key input uses different formula based on the type of item.^{[10]}
However, before all calculations, the effect of modifiers are applied first, acting as a direct change to specific item stats. useTime
, useAnimation
, and reuseDelay
are affected, using the following formula:
[math]\displaystyle{ \text{New stat} = \operatorname{round}(\text{Original stat}\times\mathit{Modifier}) }[/math]
 The [math]\displaystyle{ \operatorname{round} }[/math] operator rounds the value to the nearest integer, and to the nearest even number if it is halfway between two integers.
 [math]\displaystyle{ \mathit{Modifier} }[/math] is the modifier's boost to speed, in decimal. For example, the Light modifier gives +15% speed, which means [math]\displaystyle{ \mathit{Modifier}=10.15=0.85 }[/math].
All formulas below use this new stat for calculation.

The total time of item use is then calculated by the following formulas. Note that a given item corresponds to one and only one formula below.
For items that deal melee damage:
[math]\displaystyle{ \text{Total time} = \left\lfloor\mathit{useAnimation}\times\frac{1}{1+\mathit{Melee\ speed}\times\mathit{Melee\ speed\ multiplier}}\right\rfloor+\mathit{reuseDelay} }[/math]
 [math]\displaystyle{ \left\lfloor{x}\right\rfloor }[/math] is the floor function (round down to the nearest integer).
 [math]\displaystyle{ \mathit{Melee\ speed} }[/math] is the sum of melee speed bonuses in decimals, starting at 0. For example, 10% increased melee speed means +0.1.
 [math]\displaystyle{ \mathit{Melee\ speed\ multiplier} }[/math] is [math]\displaystyle{ 1 }[/math] for most weapons. See table below for weapons with a different value:^{[11]}
Item  Multiplier 

Terra Blade  0.75 
Bladed Glove  0.5 
Fetid Baghnakhs  0.25 
Psycho Knife  0.33 
For whips:
[math]\displaystyle{ \text{Total time} = \left\lfloor\mathit{useAnimation}\times\frac{1}{1+\mathit{Melee\ speed}+\mathit{Whip\ speed\ buff}}\times\frac{1}{\mathit{Whip\ speed\ set\ bonus}}\right\rfloor+\mathit{reuseDelay} }[/math]
 [math]\displaystyle{ \mathit{Melee\ speed} }[/math] is the sum of melee speed bonuses in decimals, starting at 0. For example, 10% increased melee speed means +0.1.
 [math]\displaystyle{ \mathit{Whip\ speed\ buff} }[/math] is the sum of whip speed bonuses from buffs in decimals, starting at 0. For example, 12% increased whip speed of Jungle's Fury means +0.12.
 [math]\displaystyle{ \mathit{Whip\ speed\ set\ bonus} }[/math] is whip speed bonuses from set bonus, which is 1 when no set bonus is in effect. Currently, only the Obsidian armor provides this bonus, changing this value to 1.15.
 Currently, all whips have a [math]\displaystyle{ \mathit{reuseDelay} }[/math] of 0.
For blocks:
[math]\displaystyle{ \text{Total time} = \left\lfloor\mathit{useAnimation}\times\frac{1}{1+\mathit{Block\ speed}}\right\rfloor+\mathit{reuseDelay} }[/math]
 [math]\displaystyle{ \mathit{Block\ speed} }[/math] is 0 by default; some items add a specific value to it.
 Currently, all blocks have a [math]\displaystyle{ \mathit{reuseDelay} }[/math] of 0.
Item  Value 

Ambrosia  +0.05 
Builder Potion  +0.25 
Brick Layer (or its upgrades) 
+0.5 
For walls:
[math]\displaystyle{ \text{Total time} = \left\lfloor\mathit{useAnimation}\times\frac{1}{1+\mathit{Wall\ speed}}\right\rfloor+\mathit{reuseDelay} }[/math]
 [math]\displaystyle{ \mathit{Wall\ speed} }[/math] is 0 by default; some items add a specific value to it.
 Currently, all walls have a [math]\displaystyle{ \mathit{reuseDelay} }[/math] of 0.
Item  Value 

Ambrosia  +0.05 
Builder Potion  +0.25 
Portable Cement Mixer (or its upgrades) 
+0.5 
For rest of the items that can autoswing (autoReuse = true
), has a reuseDelay
of 0, useTime
is no more than useAnimation
, can shoot projectile, and has a use style of 5 (see below for a list of applicable items):
[math]\displaystyle{ \text{Total time} = \mathit{useAnimation}+1 }[/math]
 The +1 negates the animation skip feature of autoswing items.

For the other items:
[math]\displaystyle{ \text{Total time} = \mathit{useAnimation} }[/math]
Notes
 The "fire rate" per second is calculated by dividing ticks per second (60) by the item's use time: [math]\displaystyle{ \mathit{fire\ rate} = \frac{60}{\mathit{use\ time}} }[/math]
 For instance, a Megashark has a use time of 7. Its rate of fire can be calculated by inserting this in the formula above: [math]\displaystyle{ \mathit{fire\ rate} = \frac{60}{ 7 } \approx 8.57 }[/math]
 Multiplying this with 60 reveals the rate of fire per minute, which is about 514.29 rounds per minute for the Megashark.
 Certain items' use condition are not solely based on its use time. For example, recovery potions like Mushrooms and Lesser Healing Potions have a special cooldown period; flails and boomerangs must return before being fired again.
 The animation skipping feature of autoswing melee weapons has great impact on use time in some cases. For example, A Light Meowmere has a use time of 12. With 141% melee speed bonus, its use time becomes 4.98, which is rounded down to 4, equal to 200% melee speed bonus. Considering the skip, actual use time has been reduced from 11 to 3, which is equal to 267% melee speed bonus.
History
 Desktop 1.0.6:
 The tooltip text "Very fast" is now applied to all items up to a use time of 20. Shifted the other groups accordingly:
 "Very fast" is now 9–20 instead of 9–15.
 "Fast" is now 21–25 instead of 16–20.
 "Average" is now 25–30 instead of 21–25.
 "Slow" is now 31–35 instead of 26–30.
 "Very slow" is now 36–45 instead of 31–40.
 "Extremely slow" is now 46–55 instead of 41–50.
 "Snail" is now ≥56 instead of ≥51.
 The tooltip text "Very fast" is now applied to all items up to a use time of 20. Shifted the other groups accordingly:
 As a result, some items are now listed as being faster even though their actual use time did not change.
 Desktop 1.0.3: Fixed a typo in a use time tooltip text: "Extremly slow speed" → "Extremely slow speed".
References
 ↑ ^{1.0} ^{1.1} A tick is a time unit countable by the software. Most of Terraria's updating logic happens every tick. A tick has the length of 1/60th of a second, hence there are 60 ticks in a second and 3600 ticks in a minute.
 ↑ Information taken from the Desktop 1.4.4.9 source code, field
useTime
inTerraria.Item.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, field
useAnimation
inTerraria.Item.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, field
reuseDelay
inTerraria.Item.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, method
LeftClick()
inTerraria.UI.ItemSlot.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, method
TrySwitchingLoadout()
inTerraria.Player.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, method
HoverOverCraftingItemButton()
inTerraria.Main.cs
and propertyIgnoreMouseInterface
inTerraria.GameInput.PlayerInput.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, method
ItemCheck_OwnerOnlyCode()
inTerraria.Player.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, methods
ApplyItemAnimation()
inTerraria.Player.cs
andItemCheck_HandleMPItemAnimation()
inTerraria.Player.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, methods
Update()
inTerraria.Player.cs
,CapAttackSpeeds()
inTerraria.Player.cs
, andApplyItemAnimation()
inTerraria.Player.cs
.  ↑ Information taken from the Desktop 1.4.4.9 source code, field
Sets.BonusMeleeSpeedMultiplier
inTerraria.ID.ItemID.cs
.
 ↑ The percentage shown ingame.